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1. Wohn, D.Y., Wash, R.: A virtual Room with a cue: Detecting personality through spatial customization in a city simulation game. Computers in Human Behavior 29, 155–159 (2013)

2. Ventura, M., Shute, V.: The validity of a game-based assessment of persistence. Computers in Human Behavior 29, 2568–2572 (2013)

3. Homer, B.D., Hayward, E.O., Frye, J., Plass, J.L.: Gender and player characteristics in video game play of preadolescents. Computers in Human Behavior 28, 1782–1789 (2012)

4. Tone, H.-J., Zhao, H.-R., Yan, W.-S.: The attraction of online games: An important factor for Internet Addiction. Computers in Human Behavior 30, 321–327 (2014)

5. Khong, C.W., Ng, Y.Y., Thwaites, H.: A Review of Affective Design towards Video Games. Procedia – Social and Behavioral Sciences 51, 687–691 (2012)

6. Fang, X., Zhao, F.: Personality and enjoyment of computer game play. Computers in Industry 61, 342–349 (2010)

7. Shaker, N., Asteriadis, S., Yannakakis, G.N., Karpouzis, K.: A Game-Based Corpus for Analysing the Interplay between Game Context and Player Experience. In: D'Mello, S., Graesser, A., Schuller, B., Martin, J.-C. (eds.) ACII 2011, Part II. LNCS, vol. 6975, pp. 547–556. Springer, Heidelberg (2011)

8. Holmgard, C., Yannakakis, G.N., Karstoft, K.-I., Andersen , H.S.: Stress Detection for PTSD via the StartleMart Game. In: Proc. of the 5th Bianual Humaine Association Conference on Affective Computing and Intelligent Interaction, pp. 523–528 (2013)

9. Gutica, M., Conati, C.: Student Emotions with an Edu-Game: A Detailed Analysis. In: Proc. of the 5th bianual Humaine Association Conference on Affective Computing and Intelligent Interaction, pp. 534–539 (2013)

10. Chanel, G., Kalogianni, K., Pun, T.: GamEMO: How Physiological Signals Show your Emotions and Enhance your Game Experience. In: Proc. of the 14th ACM international conference on Multimodal interaction, pp. 297–298 (2012)

11. Manninen, T.: Rich interaction model for game and virtual environment design, academic dissertation (2004)

12. Popescu, A., Broekens, J., van Someren, M.: GAMYGDALA: an Emotion Engine for Games. IEEE Transactions on Affective Computing 5(1), 32–44

13. Pröll, M.: Using a low-cost gyro and eeg-based input device in interactive game design, Master's Thesis, Graz University of Technology (2012)

14. Zuckerman, M.: Sensation Seeking: Beyond the Optimal Level of Arousal. Lawrence Erlbaum Associates, Hillsdale, N.J. (1979)

15. Barrault, S., Varescon, I.: Impulsive sensation seeking and gambling practice among a sample of online poker players: Comparison between non pathological, problem and pathological gamblers. Personality and Individual Differences 55, 502–507 (2013)

16. John, O.P., Naumann, L.P., Soto, C.J.: Paradigm Shift to the Integrative Big-Five Trait Taxonomy: History, Measurement, and Conceptual Issues. In: John, O.P., Robins, R.W., Pervin, L.A. (eds.) Handbook of personality: Theory and research, pp. 114–158. Guilford Press, New York (2008)

17. John, O.P., Donahue, E.M., Kentle, R.L.: The Big Five Inventory-Versions 4a and 54. University of California, Berkeley, Institute of Personality and Social Research, Berkeley (1991)

18. Benet-Martinez, V., John, O.P.: Los Cinco Grandes across cultures and ethnic groups: Multitrait multimethod analyses of the Big Five in Spanish and English. Journal of Personality and Social Psychology 75, 729–750 (1998)

19. Collins, E., Freeman, J., Chamarro-Premuzic, T.: Personality traits associated with problematic and non-problematic massively multiplayer online role playing game use. Personality and Individual Differences 52, 133–138 (2012)

20. Witt, E.A., Massman, A.J., Jackson, L.A.: Trends in youth's videogame playing, overall computer use, and communication technology use: The impact of self-esteem and the Big Five personality factors. Computers in Human Behavior 27, 763–769 (2011)

21. Emotiv Epoc specifications. Brain-computer interface technology. emotiv. com/upload/manual/sdk/EPOCSpecifications.pdf

22. Yerkes, R.M., Dodson, J.D.: The relation of strength of stimulus to rapidity of habitformation. Journal of Comparative Neurology and Psychology 18, 459–482 (1908). doi:10.1002/cne.920180503

23. Collins, E., Freeman, J.: Do problematic and non-problematic video game players differ in extraversion, trait empathy, social capital and prosocial tendencies? Computers in Human Behavior 29, 1933–1940 (2013)

24. Huh, S., Bowman, N.D.: Perception of and addiction to online games as a function of personality traits. Journal of Media Psychology 13, 1–31 (2008)

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